Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Dieselcraft 2
- MAGIC
- Three classes: Witch, Theurge, and Fatalist
- WITCH - Hexes and curses. Primarily debuffing enemies and the like; heavily ritualistic and time consuming, must prepare beforehand (usually). Fairly powerful.
- THEURGE - Miracles and healing. Prays to various domains saints for buffs and remedies. Takes a moderate amount of time, often heavy resource consumption in a minor ritual or sacrifice.
- FATALIST - Changes probability, primarily altering the outcome of die rolls on a situational basis. Takes little time and resources and can be easily repeated, but is the least powerful of the three.
- SORCERY!
- Abandonment - St Luihi Orione
- Against Demonic Possession - St Bruno
- Airforce - St Joseph of Cupertino
- Artists - St Catherine
- Aviators - St Therese of Lisieux
- Lost Causes - St Jude
- Vision - Saint Clare
- Hunters - St Eustace
- Illness - St Bernadette
- Sailors - St Brendan the Navigator
- Witch, Theurge, and Fatalist
- -----
- Prime attributes - Acuity and Fortitude
- -----
- Hit dice: 1d4
- -----
- Special Ability: RUNE-WRITER (Witch), BLESSED PRAYER(Theurge), or MYSTERIOUS LUCK (Fatalist)
- -----
- Class Skills
- +Combat/Martial
- +Deception
- +History
- +Leadership
- +Occult
- +Perception
- +Religion
- -----
- EXPERIENCE TABLE
- ====================================
- LVL HIT DICE XP
- 1 1d4 0
- 2 1d4+1 20
- 3 2d4 40
- 4 2d4+1 80
- 5 3d4 160
- 6 3d4+1 320
- 7 4d4 640
- 8 4d4+1 1280
- 9 5d4 2500
- 10 5d4+1 3700
- 11+ +2 HP/level +1250/level
- -----
- ATTACK BONUS AND SAVING THROWS
- =========================================================================
- LVL AB PHYS SAVE MENT SAVE EVA SAVE LUCK SAVE
- 1-2 +0 12 16 14 13
- 3-4 +0 11 15 13 12
- 5-6 +1 10 14 12 11
- 7-8 +1 9 13 11 10
- 9-10 +2 8 12 10 9
- 11-12 +2 7 11 9 8
- 13-14 +3 7 10 8 8
- 15-16 +3 6 9 7 7
- 17-18 +4 6 8 7 7
- 19+ +4 5 7 6 6
- -----
- TRAINING PACKAGES
- Misc rules
- GREMLINS
- Also, gremlins, used like anti fate points. The GM has two gremlin points for each session. He can expend a point to make a piece of equipment fail at any time during the session. This equipment has to have been left out or unwatched the night before, or otherwise accessible in a reasonable manner (if an 8 year old child couldn't get to it, neither can gremlins). A vehicle failing to start, a gun getting a squib, a gear gummied up, are all examples of what a gremlin can do. (If the equipment fails while a player is using it, then any relevant roll also automatically fails.) The tampering is never serious and can be fixed with a roll of 7 or more in the relevant tech category. The GM can expend both points simultaneously to make it a check of 9 or more. Each time the GM expends a gremlin point, each player receives a +1 bonus token that they can use on any roll. The players can use the token after the roll is made, if they want.
- The gremlin system is optional. Talk to your players and agree if you want to implement gremlins.
Advertisement
Add Comment
Please, Sign In to add comment